<html>
<title>The Rule Table Repository</title>
<body>

<p>
Please visit the
<a href="https://github.com/gollygang/ruletablerepository">Rule Table Repository</a>
web site for more information. In particular, see
<a href="https://github.com/gollygang/ruletablerepository/wiki/TheRules">TheRules</a>
page for more details about the rules listed below, including some nice images.
</p>

<p>
NOTE: Links flagged by "*" will load rules and patterns already included in the
latest version of Golly. The other links will download external rules
and patterns not supplied with Golly.
</p>

<p>Contents:
<dd><a href="#jvn"><b>Von Neumann's CA and close variations</b></a></dd>
<dd><a href="#codd"><b>Codd's CA and descendents</b></a></dd>
<dd><a href="#loops"><b>Self-replicating loops</b></a></dd>
<dd><a href="#wireworld"><b>WireWorld and derivatives</b></a></dd>
<dd><a href="#comp"><b>Other computation rules</b></a></dd>
<dd><a href="#gases"><b>Lattice gases</b></a></dd>
<dd><a href="#margolus"><b>Margolus neighborhood</b></a></dd>
<dd><a href="#hexagonal"><b>Hexagonal neighborhood</b></a></dd>
<dd><a href="#triangular"><b>Triangular neighborhood</b></a></dd>
<dd><a href="#turing"><b>Langton's Ant and other Turing Machines</b></a></dd>
<dd><a href="#life"><b>Life-inspired CAs</b></a></dd>
<dd><a href="#misc"><b>Miscellaneous</b></a></dd>
</p>

<a name="jvn"></a>
<h1>Von Neumann's CA and close variations</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:JvN29">JvN29</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   John von Neumann's original 29-state CA.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:Nobili32">Nobili32</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Renato Nobili's extension of von Neumann's 29-state CA to allow easier crossing of wires,
   leading to simpler machines.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Hutton32">Hutton32</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   This is a modification of Nobili32 by Tim Hutton, to allow simpler construction and
   rotational invariance.
</td></tr></table></td></tr>
</table>
</p>

<a name="codd"></a>
<h1>Codd's CA and descendents</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Codd">Codd</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Edgar F. Codd reduced von Neumann's CA to 8 states.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Codd-ICRA.zip">Codd-ICRA</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A team of Hungarian researchers modified Codd's rules so that crossovers can be made with
   only nine cells, and gates can be constructed by passing 7-0 signals.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Devore">Devore</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   John Devore altered Codd's rule to allow for more compact machines.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:Codd2">Codd2</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Tim Hutton realised that Codd's rule table required three extra transitions in order
   to be able to sheath large complex structures.
   With this rule, an implementation of Codd's self-replicating machine was created:
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Codd-self-rep.zip">Codd-self-rep.zip (12MB)</a>.
</td></tr></table></td></tr>
</table>
</p>

<a name="loops"></a>
<h1>Self-replicating loops</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Langtons-Loops">Langtons-Loops</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Chris G. Langton extended Codd's rules to allow a novel form of simple
   self-replicator - the loop.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:Byl-Loop">Byl-Loop</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   J. Byl reduced the size of Langton's Loop.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Chou-Reggia-1">Chou-Reggia-1</a>*
   <a href="rule:Chou-Reggia-2">Chou-Reggia-2</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A further reduction of Langton's Loops - down to just five cells.
   This is a modification of Byl's loop that doesn't need a sheath.
   However, the simplicity of it makes it difficult to identify as a loop.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:Tempesti">Tempesti</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Gianluca Tempesti is a programmable loop that can construct inside itself.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Perrier">Perrier</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Perrier added universal computation capabilities to Langton's loop by adding
   a program stack and an extensible data tape.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:SDSR-Loop">SDSR-Loop</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Hiroki Sayama introduced a change to Langton's Loops that caused dead loops
   to disappear, allowing live ones to reproduce further.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Evoloop">Evoloop</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Another loop from Sayama, that allows colliding loops to sometimes merge genetic content.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/SexyLoop.zip">Sexyloop</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Nicolas Oros and Chrystopher L. Nehaniv modified Sayama's evoloop to allow the transfer of genetic material
   from one loop into another. The zip file contains 3 rule tables (Sexyloop-M1, Sexyloop-M2, F-sexyloop)
   and some example patterns. Details and references can be found
   <a href="http://www.socsci.uci.edu/~noros/sexyloop.html">here</a>.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/GoucherLoops.zip">Goucher's Loops</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 24-state version of Langton's loops, that permits construction and computation universality,
   both left and right turns, genome combination and competition.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Bakker-Loop.zip">Bakker loop</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Grant Bakker made a 7-state sheath-free loop with the interesting property of sending out 'runners'
   to start new colonies. His Java implementation is included in the zip.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Petelka.zip">Petelka</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Petelka (PÄ™telka - "Little loop" in Polish) with variant Petelka-2 - rule with something similar to little loop. Probably it is not a loop beating the record of Chou-Reggia Loop, but I don't know which part of definition is not fulfilled. Petelka has also 1D replicator. In Petelka-2 the same pattern creates two loops.
</td></tr></table></td></tr>
</table>
</p>

<a name="wireworld"></a>
<h1>WireWorld and derivatives</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:WireWorld">WireWorld</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Brian Silverman's famous CA for electronic wiring.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/WWEJ3.zip">WWEJ3</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   See <a href="https://github.com/gollygang/ruletablerepository/wiki/TheRules">TheRules</a> for old WWE rules.
   WWEJ3 by Mark Jeronimus and Alan Tennant, coded by Mark Jeronimus, contains all the functionality of
   old WWEs with none of the compromises or bugs, and with only 17 states.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/WireWorldMarked.zip">WireWorldMarked</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A marked version of WireWorld. It supports six extra wire colors but no extra functionality.
   A marked version of the Quinapalus' Primes Computer is included.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/switch.zip">WSwitch</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 5-state rule by Alan Tennant where the construction of logic gates is impossible.
   Instead several types of pulse divider are possible.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/particles.zip">Particles</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Particles is loosely based on Wireworld, with a few differences:
   Particles move through open space instead of wires, and they can also collide to create, move, or remove blocks.
   This means that a Particles system could reproduce itself. A rule by Joel Walker.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Blocks_and_Walls_wconradwalden.zip">Blocks And Walls</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A complex yet simple to use cellular automata that is based loosely off Particles.
   A rule by Conrad Walden.
</td></tr></table></td></tr>
</table>
</p>

<a name="comp"></a>
<h1>Other computation rules</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Banks-I">Banks-I</a>*
   <a href="rule:Banks-II">Banks-II</a>*
   <a href="rule:Banks-III">Banks-III</a>*
   <a href="rule:Banks-IV">Banks-IV</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Edwin Roger Banks made CA's that support universal computation and construction,
   using fewer states than before.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Serizawa1.1.zip">Serizawa</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 3-state von Neumann neighborhood rule capable of universal computation and construction. A quadratic self-replicator has not yet been implemented in this rule, but the latest archive includes Michael Simkin's linear self-constructing Geminoid puffer.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/MinskyCA.zip">MRM</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 4-state rule made by Paul Chapman to support Minsky Register Machines, up to and
   including universal MRMs.
</td></tr></table></td></tr>
</table>
</p>

<a name="gases"></a>
<h1>Lattice gases</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:HPP">HPP</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   The HPP lattice gas can be simulated in the Margolus rule, but Brian Wylie showed
   how to simulate it with 16 states and the von Neumann neighborhood.
   Tim Hutton added another 16 'reflection' states to allow the rule to function
   in a bounded, non-toroidal space.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/DLA.zip">DLA</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Diffusion-limited aggregation using the HPP lattice gas. This model was studied
   to simulate the fractal growth characterised by electrolysis of copper sulphate.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Pressure.zip">Pressure</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Pressure is a rule by Dean Hickerson, which is loosely based on gas particles
   exerting pressure on the walls of a chamber. 
</td></tr></table></td></tr>
</table>
</p>

<a name="margolus"></a>
<h1>Margolus neighborhood</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
<!-- Margolus neighborhood is not currently supported by Golly
   <a href="rule:DLA-Margolus">DLA-Margolus</a>*
-->
   <a href="rule:DLA-Margolus-emulated">DLA-Margolus-emulated</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Diffusion-limited aggegation in the Margolus neighborhood.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
<!-- Margolus neighborhood is not currently supported by Golly
   <a href="rule:BBM-Margolus">BBM-Margolus</a>*
-->
   <a href="rule:BBM-Margolus-emulated">BBM-Margolus-emulated</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Ed Fredkin's Billiard Ball Model in the Margolus neighborhood.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
<!-- Margolus neighborhood is not currently supported by Golly
   <a href="rule:Sand-Margolus">Sand-Margolus</a>*
-->
   <a href="rule:Sand-Margolus-emulated">Sand-Margolus-emulated</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   MCell's 'Sand' rule in the Margolus neighborhood.
</td></tr></table></td></tr>
</table>
</p>

<a name="hexagonal"></a>
<h1>Hexagonal neighborhood</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Hex-B2omS2.zip">Hex-B2omS2</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 2-state non-totalistic CA on a hexagonal grid, by Ken Preston Jr.
   This rule was first described in
   <a href="http://www.conwaylife.com/wiki/index.php?title=Lifeline_Volume_2">LifeLine number 2</a>
   on page 15. The rule name uses Paul Callahan's notation (see below).
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Snowflake.zip">Snowflake</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Contains a script for generating examples of Norman Packard's snowflake-like CA, described in
   <a href="http://www.scipress.org/e-library/sof/pdf/0095.PDF">this 1986 paper</a>.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Hex-B2oS2m34.zip">Hex-B2oS2m34</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 2-state non-totalistic CA on a hexagonal grid, by Paul Callahan.
   See Paul's excellent <a href="http://www.radicaleye.com/lifepage/hexrule.txt">article</a>
   describing the notation used in the rule name, and the many interesting objects he discovered
   (some are included in the zip file).
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/HexBuss.zip">HexBuss</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A 3-state totalistic CA on a hexagonal grid, by Frank Buss. See Frank's
   <a href="http://www.frank-buss.de/automaton/hexautomaton.html">website</a> for more details.
</td></tr></table></td></tr>
</table>
</p>

<a name="triangular"></a>
<h1>Triangular neighborhood</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/TriLife.zip">TriLife</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   2-state totalistic CA rules on a triangular grid are emulated by a 4-state CA.
   Based on the work by Carter Bays (see this <a href="http://www.cse.sc.edu/~bays/trilife3/home.html">applet</a>).
   The zip file includes a script for generating TriLife-Bnnn...Snnn... rules, some example rules and patterns,		
   and another script that counts the number of triangles in a TriLife pattern.
</td></tr></table></td></tr>
</table>
</p>

<a name="turing"></a>
<h1>Langton's Ant and other Turing Machines</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Langtons-Ant">Langtons-Ant</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Langton's other famous system. An ant moves around an infinite universe, flipping
   the color of the squares it lands on and turning left or right accordingly.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Langtons-Ant-nColor.zip">n-color extension of Langton's Ant</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A script for creating examples in the n-color extension of Langton's Ant.
   See the <a href="http://www.youtube.com/watch?v=1X-gtr4pEBU">YouTube video</a>.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Langtons-Ant-Count.zip">Langtons-Ant-Count</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Langton's Ant can be modified to count in binary, as shown in this
   <a href="http://mathworld.wolfram.com/Turmite.html">MathWorld article</a>.
   It is a special case of a Turmite, or 2-dimensional isotropic Turing machine. It only differs from Langton's Ant
   in that it moves forwards on a white square, rather than turning left.
   This 'counting ant' was discovered by Ed Pegg, Jr.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Turmites.zip">Turmites</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A <a href="http://en.wikipedia.org/wiki/Turmite">Turmite</a> is a 2D Turing machine;
   a generalization of Langton's Ant to n states and m colors.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/AbsoluteTurmites.zip">Absolute Turmites</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   While turmites store their orientation as part of their state, absolute turmites have no orientation.
   Fewer interesting examples are known. Included are some examples from
   <a href="http://wolframscience.com">Wolfram's NKS</a>
   including one recently discovered to be periodic. 
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Iceskater.zip">Iceskater</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A rule by Jordan Goldstein.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Worm-1040512">Worm-1040512</a>*
   <a href="rule:Worm-1042015">Worm-1042015</a>*
   <a href="rule:Worm-1042020">Worm-1042020</a>*
   <a href="rule:Worm-1252121">Worm-1252121</a>*
   <a href="rule:Worm-1525115">Worm-1525115</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Dean Hickerson's implementation of Paterson's Worms. The hexagonal neighborhood
   is emulated in the Moore neighborhood.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/BusyBeaver.zip">BusyBeaver</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Adam P. Goucher has made a program to convert m-state n-symbol Turing machines into rule tables.
   The two example machines are Busy Beavers, Turing machines that try to write as many
   '1's as possible before halting. To run each machine in Golly, seed the universe with
   a single cell of state 2.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Turing-wolfram.zip">Turing-wolfram</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   This rule simulates Wolfram's 2-state 3-symbol Turing Machine, which was proven by Alex Smith
   to be universal. The rule displays all previous states of the machine instead of just the current one.
</td></tr></table></td></tr>
</table>
</p>

<a name="life"></a>
<h1>Life-inspired CAs</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/LifeColor_FrancoisBoisson.zip">LifeColor</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A colored variant of the Game of Life, by Francois Boisson.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="rule:LifeOnTheEdge">LifeOnTheEdge</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Franklin T. Adams-Watters described a CA in which all the action occurs on the
   edges of a square grid. Each edge can be on or off and has six neighbors, three at each end.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:LifeOnTheSlope">LifeOnTheSlope</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   An implementation of the above rule, rotated 45 degrees so that only 2 live states are required.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/LifeHistoryRules.zip">HistoricalLife</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Includes an implementation of the classic game of life that highlights the cells
   that were ever alive by Dave Greene, translated to a table by Calcyman and a five-state
   extension of the HistoricalLife rule originally by Brice Due.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/simulators.zip">Life Pattern Emulators</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Two rules, "Clouds" by Dean Hickerson and "Primes" by Adam P. Goucher, designed to simulate
   two of Dean's transcendental Life patterns. Included in the zip file are the rule tables,
   sample patterns and equivalent Life patterns.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/extendedlife.zip">ExtendedLife</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Conway's Game of Life with a few extra special states.
   Idea and rule table by Martin Grant, a.k.a. "Extrementhusiast".
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/MilhinSA.v2014.zip">MilhinSA</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   3 states, similar to Conway's Game of Life, by Sergei Milhin.  Updated October 2014.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/SlowLife.zip">SlowLife</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A variant of Life that shows births (green cells) and deaths (red cells) in every 2nd generation.
   SlowLife patterns work the same as in Life, but twice as slow.
</td></tr></table></td></tr>
</table>
</p>

<a name="misc"></a>
<h1>Miscellaneous</h1>

<p>
<table border="0" cellspacing="0" cellpadding="4" width="100%">
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="rule:Ed-rep">Ed-rep</a>*
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   In 1970, Terry Winograd proved that Fredkin's replicator CA (the parity rule B1357/S1357)
   could be extended to N states, as long as N is a prime number.
   Contains a 7-color photo of Ed Fredkin that replicates.
   <a href="open:Patterns/Other-Rules/Ed-rep.rle">Ed-rep.rle</a>*
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Sandpile.zip">Sandpile</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A simple 2D model of a sandpile was found to self-organize itself to criticality.
   <a href="http://en.wikipedia.org/wiki/Bak%E2%80%93Tang%E2%80%93Wiesenfeld_sandpile">Wikipedia</a>
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/CyclicCA.zip">CyclicCA</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A rule investigated by David Griffeath. This rule is a very basic CA that shows
   competition emerging from a random initial seed.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/JustFriends.zip">JustFriends</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A non-totalistic 2D binary rule by David Bell.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/PhotonXor.zip">PhotonXor</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   David Eppstein discovered this one-dimensional system whilst experimenting with the rule B25/S4.
   It exhibits pseudo-random walks, and can be simulated in O(n log n) time using an algorithm by Tomas Rokicki.
   By interpreting its walk in binary, it can be used as an (aperiodic) pseudo-random number generator &mdash;
   see <a href="http://yucs.org/~gnivasch/life/photonXOR/index.html">Gabriel Nivasch's web page</a>.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/TrickyBees.zip">TrickyBees</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A chaotic rule by Alan Tennant where each state becomes progressively more inert
   in which patterns are surprisingly tricky to construct.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/MazeSolver.zip">MazeSolver</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   MazeSolver is a 13-state rule that solves any maze, using a flood fill method to locate the exit, before
   backtracking to the start to highlight the shortest possible route. MazeSolver2 is an extended version
   that uses the Moore neighborhood to allow diagonal filling and backtracking. The zip file contains the
   necessary tables, icons and colors, as well as example patterns and scripts for creating random mazes.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/CollatzConjecture.zip">3n+1</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Dean Hickerson created this rule table for determining the number of iterations required for each
   positive integer to reach 1 in the
   <a href="http://en.wikipedia.org/wiki/Collatz_conjecture">Collatz conjecture</a>
   (also known as the "3n+1" conjecture).
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/RepRoller.zip">RepRoller</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A simple way of allowing any pattern to be replicated and triggered.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Wave.zip">Wave</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A cellular automaton by Keiji and metacell implemented within this rule.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/reversible_rule_paul.zip">ReversibleLife</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Paul Nasca's ReversibleLife rule, made using the second-order technique.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Squaredance.zip">Squaredance</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Squaredance is a rule by Dean Hickerson in which rectangles grow and shrink pseudorandomly.
   For more details, see readme.txt in the zip file.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Sand.zip">Sand</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Sand is a rule by Andrew Trevorrow that mimics falling sand. The zip file also contains a number
   of "sand guns" with various periods (thanks to Dean Hickerson).
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Snakes.zip">Snakes</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Snakes is a rule by Dean Hickerson in which thin snake-like objects appear to move randomly.
   For more details, see README.txt in the zip file.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/ships2.zip">Ships</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A rule by Alan Tennant, for construction of large 4 state ships. Based on discoveries in WWEJ3.
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/Pilot.zip">Pilot</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   Pilot - rule with a 2-cell spaceship - it was meant to multiply by collisions and it showed up, that bigger soups are exploding.
</td></tr></table></td></tr>
<tr bgcolor="#F0F0FF"><td width="20%"><b>
   <a href="get:http://gollygang.github.io/ruletablerepository/downloads/BHL_traffic.zip">Biham-Middleton-Levine traffic model</a>
</b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A self-organizing cellular automaton traffic flow model. It consists of a number of cars represented by points on a lattice with a random starting position, where each car may be one of two types: those that only move downwards (blue), and those that only move towards the right (red). 
</td></tr></table></td></tr>
<tr bgcolor="#FFFFFF"><td width="20%"><b>
<a href="get:http://gollygang.github.io/ruletablerepository/downloads/Waves.zip">Waves</a></b></td><td><table border="0" cellspacing="0" cellpadding="4" width="100%"><tr><td>
   A model of electromagnetic waves.
</td></tr></table></td></tr>
</table>
</p>

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